The Dark Army is a collection of dark creatures whose loyalty is pledged either to Fenrir Greyback, commander of the army, or the Dark Lord, under whose rule they are agreeing to live when victory is achieved. The assembled forces may hate wizards or their rule, but support the purist agenda because of the promises the Dark Lord has made to all dark creatures - freedom. They are under a bound oath never to attack the purists and their kin, and any caught doing so will be put immediately to death. For this reason, they know the names of those whom they must not attack, but not the names of the death eaters themselves.
All dark army members are considered OCs, and therefore will be judged the most harshly of any applications. Weaknesses should always outweigh the strengths, and we will make very few exceptions as noted below to special powers. These creatures are considered lackeys and grunts - they are neither well respected or inherently super-powerful.
playable dark creatures (for now)
werewolves
Homines in lupos.
Humans that have been bitten by a werewolf and transform, every full moon, into a wolf. There are five main differences between the wolf and the werewolf: elongated snout, slitted pupils, tail tufts, dextrous paws, and long claws.
Classification: Semi-sentient.
Legal Restrictions: All werewolves must register with the ministry (10 digit registration code = birthday + first two letters of last name) and abide by the Werewolf Code of Conduct.
Errata: Muggles turned into werewolves are required to separate themselves from their muggle families and take up residence in the wizarding world. Minors are taken to special muggle orphanages until they can be placed with wizarding families willing to deal with werewolf children. The Werewolf Task Force is responsible for dealing with these children on full moons. Many times these unfortunate victims go feral, living homelessly - unable to find work or friends - or gather in 'packs' monitored by the Werewolf Task Force.
The first transformation is by far the worst a werewolf has to endure, and many are mentally and physically unprepared for the change. It is not uncommon for a werewolf to have an identity crisis or some sort of breakdown after the full it over. Some die from the stress.
Strengths: In human form, werewolves are marginally faster, significantly stronger, and heal more quickly than humans. Their bite and claw marks scar badly, and the older the werewolf, the more difficult (or impossible) it becomes to heal the damage. Very experienced werewolves (mod approval only) will have improved vision and sense of smell. In wolven form, werewolves are significantly faster and stronger than both humans and regular wolves. They have a greater dexterity in their paws that allows them some minor manipulation of simple tools (levers, some rudimentary door handles).
Weaknesses: In human form, werewolves are prone to greater scarring (a by-product of healing so quickly), and are susceptible to silver. Contact with silver causes burns, while large pieces or sustained contact will result in illness, the severity of which is defined by the length of contact, or death. Death will also occur immediately if any vital organ is pierced with silver (via an arrow, knife, etc). In wolven form; though dextrous, there is some physical limitation to what a wolf can accomplish. They are classified as semi-sentient, which means that as wolves, they are only vaguely cognizant of their nature or non-instinctive motives. This usually results in werewolves having to place themselves near an intended victim prior to the transformation. With meditation, acceptance of their transformation, and experience, a werewolf can push this semi-sentience to its limits, but can never be considered fully sentient.
Special notes: All Dark Army werewolves must be turned muggles. This is to reduce the significant advantage a werewolf wizard has in the game and during battles.
PBs: All DA werewolf PBs should be 'wild' looking, and, depending on how long they've been a werewolf, not polished or glamourous. We reserve the right to reject ANY PB that does not fit into the 'feel' of the werewolf.
hags
Carōnia horribilis.
A throwback to the times of the Ancients, the hag is a primordial witch - a violent and bestial heathen who is both frightening and utterly in control of her faculties. Though male hags exist, they are typically more difficult to differentiate from humans than females.
Classification: Sentient.
Legal Restrictions: Hags are not allowed to own a wand, and are legally forbidden from casting their own brand of magic (not that that stops them). They are also forbidden from eating sentient beings or living within 80 yards of a nursery or school.
Errata: It is well known that hags have a monopoly on the black market (which operates primarily out of Knockturn), and that any sort of illegal activity one wants to dip their fingers into has hags delving into it somewhere along the line. They make rather decent wages operating in petty crime, and usually stay out of trouble by selling information to the DMLE (when it suits them) or going into hiding.
A hag has exceptionally sharp teeth (the better to eat you with, my dear!) and hard claws. They are carnivorous and greatly prefer live flesh to dead raw meat. A hag's lifespan is roughly the same as a muggle's because of their savagery, but they do have some limited magic.
Strengths: Hags are surprisingly vicious for the shape their bodies take. They may look like wizened old people, but their claws are very strong and their teeth very sharp, and when they've copped hold of you, you can guarantee you're going to hurt quite a bit. They also have innate magical power that they are able to use with limited success. All hag magic is attack oriented - stunning, tripping, burning, shielding - and emanates from their hands.
Weaknesses: Despite their physical power, hags are slow to react and typically have to rely on luring a victim to get close enough to attack. Their magic, though strong, is sporadic and doesn't always work. They also have the downside of being exceptionally ugly and therefore easily recognised. Beauty charms only work once a day for a period of about 30 minutes.
Special notes: We won't get super into breeding, here, but hags look basically the same from the age of 20 upwards (old, scary, hideous). There will be no young and lovely hags.
PBs: Hags should be ugly, scraggly, and wild looking. Stereotypical movie witches are perfect. A male hag will be ugly and haggard as well, but not to the extent of the females.
Contact: If you are planning to apply for a hag, more background information is available from Kati (AIM: snapesonaplane)
vampires
Amor sanguinis.
A creature whose influence on society is so subtle that most people don't have the good sense to be truly frightened, the vampire is, in essence, the living undead, the blood drinker, the hunter, and the historian.
Classification: Sentient.
Legal Restrictions: Vampires are obviously forbidden from chewing on people and sucking their blood - but given the difficulty of locating and arresting them, that law goes relatively unenforced. The vampires have their own hierarchy that keeps order to an extent, and most vampires can feed on the muggles without them noticing and to little ill effect.
Errata: Despite their preference for muggle blood, that doesn't keep Vampires from being despised among wizardkind, and they avoid interactions whenever possible. Unlike werewolves, vampires rarely turn humans into vampires without forethought (though the younger generations have demonstrated less judgement than their forebears), because once turned, a vampire is intangibly connected to those whom he has turned and to the one who has turned him. Irresponsible turning can result in the (permanent) death of the person attempting to transform, which causes trauma to the psyche of the mentor vampire.
The first transformation of a vampire is extremely traumatic, and if the mentor vampire does not remain with the one being turned, it is almost certain the new vampire will perish. The mentor must first drain the body of blood, during which time the new recruit will, effectively, suffer a rather unpleasant death. He returns the new vampire to life by offering his own blood in the last few moments of life. If the recruit vampire chooses, of his own free will, to remain in life rather than die, he will feed and become a vampire.
There is a distinctive generational gap in vampire "society" (a loosely defined structure based primarily on age and mentor), with vampires over the age of ~150 comprising the responsible group and those under 60 classified as the 'irresponsible hotheads." It is this latter group that is ultimately more likely to join up with dark army, for many are embittered with their place in society and lacking the patience to wait out the ages.
Vampire lifespans are not eternal, though it is not entirely known how or why they eventually decay to dust. The eldest vampire known to the vampire community is nearing five hundred years. Vampires do not breed, for they are asexual and the seeds of life have long since withered. The closest they can come to procreation is to turn a pregnant and willing human who will, if the fetus does not die, give birth to a part vampire. The part vampire is very little like its 'parents' - it has none of the strengths of the vampire and very few of its weaknesses. Its major difficulty is its desire for blood and its sensitivity to sunlight.
With so much vampire legend, it is difficult to sort the facts from the fiction. In brief, these are the legends that are utterly false: fear of crosses, ability to mutate into beasts, inability to cross water, hypnosis, superspeed. Vampires can effectively be fought with magical spells that do physical damage or create bright light; most other spells have little effect, particularly curses.
Strengths: Vampires have above average strength and are masters of stealth. They cannot become invisible, but they have remarkable skills at staying lightfooted and in the shadows. They cannot be killed via a killing curse (since they're already dead) and are unaffected by the imperius.
Weaknesses: Vampires have a strong aversion to garlic (considered an 'allergy', as they are not crippled by the plant but greatly dislike it), and a violent aversion to sunlight. As little as thirty seconds in direct sunlight is enough to kill a vampire, and some magical spells that emulate sunlight - Lumos, for example - will drive away, though not damage, a vampire. They must drink blood regularly, though the source of the blood is more a matter of taste, and they cannot get drunk. As to killing - the same sorts of major bodily damage that will kill any human via severe blood loss or heart damage will kill a vampire - decapitation, wooden stakes, being torn apart by wolves, death by satellite, etc.
Special notes: All dark army vampires are required to be below the age of sixty with a physical form above the age of 17 (we will only take turned minors for very special applications).
PBs: Vampires should be very pale, very thin (ICly they must be significantly underweight), and not prone to the positive emotions. Models will be accepted for this purpose, with a preference for faces that are more 'haunting' than 'beautiful.'